Professional Documents
Culture Documents
FullRulesv0.9.12 1
FullRulesv0.9.12 1
Pangai
T H E R U L EBO O K
v0.9.12
Forests of Pangaia
2 to 4 players from 14 years (40-60 minutes)
By Thomas Franken
Before the dawn of time, Gaia, the primal goddess of our world, gave birth to the first trees. Deeply rooted and with
mighty crowns they slowly spread over the continent of Pangaia. In their mission to make the barren land fertile, the trees
grew without ceasing and cherished the timeless Rituals of Gaia. Since then, an abundant force has been flowing through
their roots and veins, bringing life to the highest heights and deepest depths.
Note to our backers: This is the content of the Standard Edition at the
GAME COMPONENTS start of the KS campaign. Its content will evolve during the campaign.
4 Player Boards
40 Life Tokens
4 Spirit Pawns
1
OVERVIEW
You are a young spirit of the forest, sent out by the goddess Gaia to bring the first life to the world. While you are growing
your trees across the vast and barren lands of Pangaia, you must complete a series of Rituals to honor mother nature. A
successful Ritual gives you Life Energy and the game ends after all Rituals have been completed. The player with the most
Life Energy wins.
Wind Sun
Water space
Land type (for spirits only)
Achievement
condition
Seed Level 1 Tree Level 2 Tree Level 3 Tree
2
F
SETUP OF THE GAME
3
Example Setups
2-Player Example
D
3-Player Example
C 4-Player Example
4
THE RITUALS example
There are 14 Rituals the Spirits can perform to unleash A B
Gaia’s Life Energy (shown by the symbol). The goal of
the game is to earn the most by fulfilling the require-
ments of these Rituals. The game ends when the last
Ritual card is taken by any player.
5
Star Ritual Peak Ritual
A Star Ritual is defined by 1 land type, representing the A Peak Ritual is defined by 1 land type. To fulfill a Peak
center of a star. To fulfill a Star Ritual you need to own a Ritual you need to own a Tree on that land and it needs to
Tree on that central land and have at least 1 and up to 6 be higher than any other tree adjacent to it.
other Trees adjacent to it. Note: You can grow a Tree as high as you want.
A single Tree on a
wind land.
A wind land
6
Resources PHASES OF A TURN
In the course of the game you plant Seeds and let them The youngest player begins and turn order proceeds
grow. Every time you grow a new Tree you also gain a Re- clockwise.
source equal to the Tree’s land type. Those Resources can
be spent to grow your Trees to higher levels and unlock Your turn is divided into 3 phases that you play in se-
additional Seeds on the way (see Add Treetops) quence. After you complete the last phase, pass the turn
to the next player.
During the Grow Seeds phase you check your Seeds you
Planting Seeds is central to maintain a healty flow of Re-
planted during previous turns and evaluate if they are
sources and one way to do that is by growing larger Trees
able grow and become new Trees.
that spread new Seeds. On the other hand, performing
Rituals will cause your Trees to decay and leave Seeds
behind (see Decay). Both mechanics will be covered in the During the Spirit Action phase you can choose between
following sections. different actions of your Spirit and plant new Seeds on
the map or play a Ritual card.
Designer’s Note: Like growth, decay is a central part In the last phase you may Add Treetops from your Player
of nature. But as with many things it’s important to Board to your Trees by spending your Resources.
find a good balance between those two forces.
7
1 GROW SEEDS examples
During the Grow Seeds phase, the Seeds you planted
during previous turns may grow and become new Trees.
You have a single Seed on an other-
wise empty land. During the Grow
Seeds phase your Seed grows and you
replace it by a level 1 Tree. For growing
on a wind land you receive 1 .
If one player has more Seeds on the same land than oth-
ers, only the player with the most Seeds can grow.
There is a tie between your Seed and
a Seed of another player. During the
In all other cases the Seeds remain dormant and stay on
Grow Seeds phase you have the ma-
the map! However, you may spend during this phase
jority of adjacent Trees and your Seed
to still let your Seed grow against all odds. Spend 1 for
will become a new Tree. Both players
every Seed missing to either reach a tie or have the most
receive 1 .
Seeds on the land space.
When your Seeds grow, take all Seeds back from the land
space and instead place one level 1 Tree from your inven-
tory. Every player who had at least one Seed on the land You have the majority of Seeds on a
gains one Resource matching the land type. land. During the Grow Seeds phase
All new trees in this phase grow simultaneously, the order your Seeds grow and are replaced by a
of growth doesn’t matter. level 1 Tree. For growing on a wind land
both players receive 1 .
Note: You can only grow your Seeds when you still have
Trees left. If all your 10 Trees are on the map you can’t
grow any further unless some of your Trees decay (see
section Decay).
8
2 SPIRIT ACTION Decay
In the second phase of your turn, use your Spirit Pawn by All of your Trees that were counted in the scoring of a
choosing one of the 3 following Spirit Actions. Trail Ritual or Star Ritual will partially decay and lose
You can perform the same action in consecutive turns. one level.
B Gather
Place your Spirit Pawn on your Player Board and receive 1
Resource of your choice.
A Tree invloved in a Peak Ritual will fully decay and is
C Pray moved back to your inventory including all it’s Treetops.
Place a number of Seeds equal to the former Tree’s level
Place your Spirit Pawn on your Player Board and play a on the land space or to one or more land spaces adjacent
Ritual card. You can choose to play the Ritual card from to it. Again, you can also place seeds on a land with a tree.
your hand or one of the 3 open Ritual cards. Finally discard the Ritual card. If you played the card from
your hand, draw a new one from the three faceup cards
Depending on the type of Ritual card you play, point out next to the map or from the top of the deck (blind draw).
the Trees that fulfill the Ritual and apply the scoring rules
explained in the The Rituals section. Then all of your Trees I one of the three faceup cards is missing, replace with a
that were involved in the Ritual Decay. new card taken from the top of the draw pile.
9
3 ADD TREETOPS
Now you may spend your Resources to unlock additional
Treetops and let your Trees grow taller. The six Treetops
on your Player Board are placed on different slots which
vary in side effects and cost. Some slots allow you to
You decide to take a Treetop for 3 Resources
place additional Seeds on the map, others reward you
and spend . After placing the Treetop
with extra at the end of the game.
on one of your Trees you are allowed to place 2 of
Note: During your turn you may unlock as many treetops
your Seeds on the lands adjacent to your Tree.
as you want.
The slot indicates that by the end of the game you
will earn 1 unless the slot will be covered by a
Treetop again.
Unlocking Seeds
You start with one single Seed that can be used each
round to plant a new Tree. To be able to plant more
than one Seed per round you need to unlock additional
When paying the cost of growing a Treetop you need to
Seeds from your Player Board.
compose Resources of different land types.
If you don’t have enough different Resources may at any
On the Player Board you have 3 additional Seeds that
point spend your and use it as a Resource of any land
are locked by one or more Treetops. To unlock a Seed,
type.
you first need to grow all Treetops connected to it.
Once unlocked you move the Seed to the left side of
The cost to place The additional
this Treetop on one your Player Board. The Seed stays unlocked for the re-
you gain when this
of your Trees. 3 slot is free by the mainder of the game.
end of the game.
10
END OF THE GAME
The game will end, when a player takes the last open
Ritual card OR if a player has grown all 10 Trees and is not
+
Life
able to fulfill any of the open Ritual cards. Achievement
Tokens
In both cases the game ends after the current round. All
players play an equal number of turns.
11